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Temtem - Massively multiplayer creature-collection adventure

Created by Crema

Seek adventure in the lovely Airborne Archipelago alongside your Temtem squad. Catch every Temtem and battle tamers around the world.

Latest Updates from Our Project:

Temtem official Wiki is here 🎓
almost 8 years ago – Thu, Jun 28, 2018 at 01:07:27 AM

Our community just keeps growing and getting stronger. A few weeks ago, even with just the barebone info there was available, they started working on a Wiki for Temtem and now that there's more info about the game we joined them and made a new official Temtem Wiki with the help of Gamepedia.


https://temtem.gamepedia.com/Temtem_Wiki

The Wiki is open to anyone, you can read it, review the current info or add anything missing. Our community will keep working on it in the months to come adding all the info we will be releasing and all the info gathered from the Alpha.

Check the currently known Temtem species, or the unknown Temtem revealed so far, or the complete info about the Airborne Archipelago...

Projects we love

Today we want to recommend you to take a look at Farm Folks' campaign: a farming simulator with a nod to the classic Harvest Moon series. Farm, raise animals, mine, fish, customize your character or build relationships with the locals: http://kck.st/2KoLtx3

Temtem is coming to Xbox One and PlayStation 4! 🎉
almost 8 years ago – Wed, Jun 27, 2018 at 01:01:46 AM

Ever since we created the campaign we wanted to include all possible platforms on it, but we decided to focus on Switch first while we were securing the rest. Like we said in the Switch Stretch Goal update reaching that Stretch Goal would also ensure the game on PS4 and XB1, so we're not going to include new Stretch Goals for these platforms.

So the day has come, Temtem will be officially coming to Xbox One and PlayStation 4 when the game launches. Yay!

Be sure to read these quick facts to answer all your questions.

Quick Facts

  • Temtem will come to Steam (Windows), Nintendo Switch, PlayStation 4 and Xbox One.
  • Only Alpha Hero ($30) tiers and above will grant you a Console key.
  • Alpha and Early Access will only happen on Steam. Console backers will also get access to play the Alpha on PC so they can get an early taste of the game, but after that, you'll need to wait to the official game release (May 2020).
  • Temtem is a 100% online game, you're going to need Xbox Live or PSN Plus to play it.
  • We're working on having cross-play and cross-save but take into account that some platforms don't allow that (PS4).
  • The game is only digital, there are no plans for a physical release of the game. The Kickstarter reward only entitles you to a digital copy of the game.

Paypal is coming

Another very requested thing about this campaign is the option to have Paypal available as a funding option. We're still working on it and we're confident it will come in the next days. It's a very complicated thing to handle so we need to make sure everything is perfect before giving you that option.

Talking about Temtem Types (3/3) 📊
almost 8 years ago – Tue, Jun 26, 2018 at 12:53:12 AM

In our previous posts about Types we talked about every type on Temtem and showed a couple of Temtem for each type.

Now it's the turn of the complete Type Chart. We know you've been eager to check this one out since, so far, we only revealed the strengths (and not the weaknesses).

You'll notice that we've changed some matchups from the original circle, we've been revisiting some of the strange matchups (like Melee being strong against Electric) to make a more understandable chart while keeping it fully balanced.

We're looking forward to see how this chart works our in the Alpha!

Official Fan Art Contest 🖼️
almost 8 years ago – Sat, Jun 23, 2018 at 04:30:40 PM

Ever since our first reveal of the game, there’s been a huge community of artists making fanarts about Temtem. We’ve been amazed to see so much talent put into creating things about Temtem and we’ve been thinking of ways to reward those artists spending so much time on our game. That’s why we’ve decided to hold the first Temtem official fan art contest!

The contest will end on July 1st at 19:00 CEST and we will show the winners on July 3rd.


Rules

  • Only submit your own fanart that you made yourself.
  • Images submitted can be produced digitally or traditionally. Traditionally made fan arts must be scanned if possible.
  • Fan art can be about anything: existing Temtem, Tamers, the world, new Temtem, cosmetic pieces...
  • Images must be submitted before July 1st 19:00 CEST.
  • Our internal art team will judge every fan art and choose the winners.
  • Top 10 fan arts will be showcased on Kickstarter and Twitter, and they’ll get prizes.


Awards

  • #1: Become a villager of the Airborne Archipelago. We will put an NPC with your name in the world and you will help us design its appearance and its dialogue.
  • #2: Painted statue of a Temtem Tamer and Kinu (approx. 8in / 20cm).
  • #3: Printed cloth map (approx. 39x27in / 100x70cm) of the Airborne Archipelago.
  • #4-5: Pigepic plushie (approx. 12in / 30cm).
  • #6-10: Copy of the game (PC or Console) + Access to the Alpha.


Submission Form

How new Temtem are created 🎨
almost 8 years ago – Fri, Jun 22, 2018 at 09:40:57 PM

Today we want to show you the process of how we create new Temtem for the game. It's a very long process, explained here in a series of timelapse videos for each department.

We have listened to the community and finally #13 will be in the game
We have listened to the community and finally #13 will be in the game

We start in the 2D department by having a briefing where we talk about what kind of Temtem is needed. Then, to the drawing board!

Our work begins with shapes and ideas we think could work according to Temtem's visual style. Usually around 10 creatures are drawn on a single sheet.

The process for each creature includes adding detail, color, rendering, and an outline to separate the creatures from the background. For every sheet we end up making a small selection (usually 1-3 per sheet) that have made the final cut to become a Temtem. These Temtem now need to be prepared for the 3D department, so it's time to make the different views needed. These views can be modified depending on the needs of each Temtem: front, profile, back, open mouth, extra details...

The 3/4 view is the first to be worked on. This process, along with the others, is recorded below.

To begin the modeling process, we start by analyzing the various views the 2D team has established to help us understand the shapes and volume of the Temtem. Our target is to make a 3D model that looks as close as possible to the concept art.

The Temtem is always modeled in a neutral position, known as a T-pose or A-pose, to facilitate the rigging and animation process. Also, it’s very important to create a perfect topology.

The next phase is the UV mapping, which consists of unwrapping the model into a 2D view so the textures can be made. The map is divided into various sections, in this case the body and the different types of eyes. Alongside that we’ll create a block-out texture to make sure everything is working correctly, which will be finished by the 2D team later on.

And now come the bones! A process called rigging allows the animator to move the Temtem in those sweet animations. Once the bones are established, we assign vertices to the bones in a process called skinning.

The entirety of this process is shown below.

After the Temtem is modeled and integrated in the game engine, we take the block-out texture mentioned earlier and start adjusting the fine details and color tones so they integrate with the Temtem art-style.

In this case, the Temtem being made only has a set of eyes, but some come with a painted mouth as well. Earlier in the project we established what facial expressions all the Temtem need to have so the animator can use them freely in his animations, such as Blinking, Angry, Happy... imagine the same for the mouth process.

You can see the final touches to the texture below.

Animation time has arrived. The first step is to discuss the personality that the Temtem is going to have, so all the animations flow accordingly. Once the personality is defined, it's time to think about the base animation in which the Temtem is going to stand the majority of the time. This is usually called the idle animation, since all the other animations start from this one.

To start animating, the first step is to create various key poses the entire animation will be defined on and then calculate and adjust the timing. From there, we keep detailing each movement until it's perfectly smooth. The last step is adjusting the animation curves and fine-tuning the movements of each bone between keyframes so we get exactly the result that we want.

When this process is done, we export the animation and test it in the game engine to see how the final result looks in the various environments in Temtem, like the battle scene, overworld, and so on. Usually after this we have to go back to the animation and adjust the final details so everything looks awesome in the game.

A video of this process is recorded below.

So... the entire designing process is done, everything is taken care of. Now it's time to see it in-game:

The entirety of the art team works very hard to bring the best Temtem to the game. We hope you've enjoyed this closer look at our process!